/Engine/Source/Runtime/RenderCore/Public/Shader.h
Set bShouldOptimizeUnusedOutputs to true if we want unique FShaders for each shader pipeline Set bShouldOptimizeUnusedOutputs to false if the FShaders will point to the individual shaders in the map
FShaderPipelineType ( const TCHAR * InName, const [FShaderType](API\Runtime\RenderCore\FShaderType) * InVertexOrMeshShader, const [FShaderType](API\Runtime\RenderCore\FShaderType) * InGeometryOrAmplificationShader, const [FShaderType](API\Runtime\RenderCore\FShaderType) * InPixelShader, bool bInIsMeshPipeline, bool bInShouldOptimizeUnusedOutputs )